very cool!

Putting on my non foundry user hat on here.  Even though it is inefficient,
it would be good to have a T based cube map option just because this is
what many game engines and gpus support by default. wink wink :)




--
Deke Kincaid
Creative Specialist
The Foundry
Skype: dekekincaid
Tel: (310) 399 4555 - Mobile: (310) 883 4313
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Email: d...@thefoundry.co.uk


On Wed, Aug 27, 2014 at 6:55 PM, Haarm-Pieter Duiker <
l...@duikerresearch.com> wrote:

> Hey,
>
> Following up on this thread. There's a Blink implementation of the
> panorama to panorama mapping up on Nukepedia now.
> http://www.nukepedia.com/blink/transform/environmenttransform
>
> Hope that helps,
> HP
>
>
>
>
>
> On Mon, Aug 25, 2014 at 3:11 PM, Michael Garrett <michaeld...@gmail.com>
> wrote:
>
>> In fact I took maths for the angular map transform (latlong to angular, I
>> think) from an old Debevec Siggraph paper or something, or maybe the book
>> he wrote....so maybe that was yours too! Since I know you worked with him
>> on all that interesting stuff.
>>
>>
>> On 25 August 2014 03:17, Haarm-Pieter Duiker <l...@duikerresearch.com>
>> wrote:
>>
>>> Hey,
>>>
>>> That environment blur script has the start of what you need for a
>>> panorama transform node. That script defines the function
>>> 'spherical_tex2dir' that maps UV coordinates to directions. Define the
>>> inverse of that, mapping a direction back to UV coordinates and you have
>>> what you need for the spherical mapping. Do the same for angular, chrome
>>> ball and whatever other mapping you need and you have the pieces you need
>>> to write the full transform.
>>>
>>> The basic algorithm that I've used in the past was, for each output
>>> pixel:
>>> - map output pixel coordinate to UV
>>> - map UV coordinate to direction using the output panorama format
>>> - map direction to UV coordinate using the input panorama format
>>> - map UV coordinate to pixel coordinate and sample input image
>>>
>>> Oversampling, rotations and handling chrome balls vs. pan-and-tile panos
>>> (reflections vs. direct view) should be pretty easy to add on top of that.
>>>
>>> If I get some time this week, I can take a look at putting that
>>> together. The formats I used to have supported were Spherical, Angular,
>>> Fisheye (180 degree), Chrome Ball and Cubic (but that was a little funky).
>>> What other pano formats are needed?
>>>
>>> HP
>>>
>>>
>>>
>>>
>>>
>>> On Sun, Aug 24, 2014 at 7:07 PM, Michael Garrett <michaeld...@gmail.com>
>>> wrote:
>>>
>>>> I put it together before I knew about that 0.5 pixel offset trick, I
>>>> would say it needs updating but then Haarm-Pieter Duiker's blink
>>>> EnvironmentBlur node looks like the real deal.
>>>>
>>>> http://www.nukepedia.com/blink/filter/environmentblur
>>>>
>>>>
>>>> On 24 August 2014 19:02, Patrick Heinen <mailingli...@patrickheinen.com
>>>> > wrote:
>>>>
>>>>> Yeah I picked your EnvConvolve apart the other day to have a uv mapped
>>>>> spherical transform ;) (by the way, don't forget your +0.5's for pixel
>>>>> center)
>>>>> I think a blink spherical transform would be worth it, seeing that
>>>>> nuke's spherical transform is pretty slow.
>>>>> I might give it  some more thought tonight.
>>>>>
>>>>> cheers,
>>>>> Patrick
>>>>>
>>>>> On 24.08.2014, at 15:51, Michael Garrett <michaeld...@gmail.com>
>>>>> wrote:
>>>>>
>>>>> Definitely possible. I've seen a couple of UV map Blink things already
>>>>> but haven't actually done anything myself yet. For example:
>>>>> http://nickdeboar.wordpress.com/2014/01/02/nuke-8-blink-script/
>>>>>
>>>>> I have the UV map math for some of the transforms and it could be
>>>>> applied to Blink for sure. Have a look at the innards of my somewhat out 
>>>>> of
>>>>> date EnvConvolve gizmo (which may need fixing...):
>>>>>
>>>>> http://www.nukepedia.com/gizmos/filter/envconvolve
>>>>>
>>>>>
>>>>> On 24 August 2014 18:31, Frank Rueter|OHUfx <fr...@ohufx.com> wrote:
>>>>>
>>>>>>  Possible? Worth it? Anybody up for it? :)
>>>>>>
>>>>>>
>>>>>>
>>>>>> --
>>>>>>   <ohufxLogo_50x50.png> <http://www.ohufx.com/> *vfx compositing
>>>>>> <http://ohufx.com/index.php/vfx-compositing> | workflow customisation and
>>>>>> consulting <http://ohufx.com/index.php/vfx-customising> *
>>>>>>
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